Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

would you mind clarify how is it cumbersome to control? I don't have a widescreen monitor so it would be nice to get some ideas about it.

best way to explain it is the character model ends up very close to the camera and it ends up feeling pretty awkward. I'll get some screenshots for you when I get the chance.

is it some random time or it's constant? if it's random it's obviously a bug but if it's constant it's supposed to be like that, though in my screen the character is quite far away from the camera. I intended it to be third-person, so it won't be much farther like top-down ARPG

Itch.io won't let me upload screenshots due to increased server traffic. I don't believe it to be a bug. But an unintentional FOV problem with the camera leading to undesired behavior. The way to fix is is to have your camera and renderer be aware of the monitor aspect ratio and adjust accordingly.

(+1)

I'm pretty sure the camera is suppose to behave like this by default.

This is a screenshot of when I use one of my 16:9 monitors , This looks good, and doesn't feel odd.

This is what it looks like with my 21:9 monitor. Note how the characater is closer to the camera and touching the bottom of the screen. Because the FOV is larger now, when turning the camera it now feels twice as fast as the 16:9 screen. Thus leading to the movement feeling awkward.

Another way to fix it is to allow letterboxing to occur in your game so it targets a preferred aspect ratio. It's and easier short term solution.

(+1)

Thanks a lot. I should note about FOV so in future games I can implement it in.